|
CuddleCryptid posted:Just in case people don't realize it as well, the "move building" icon next to the "close window" icon requires you to use labor to move a building but no material, so it's "free" to shift stuff around. Most stuff. Some buildings can't be moved and I'm not sure what the logic of it is. Like mines can only be disassembled.
|
# ? Aug 15, 2022 19:15 |
|
|
# ? Apr 29, 2024 12:33 |
xzzy posted:Most stuff. Some buildings can't be moved and I'm not sure what the logic of it is. I understand that. It's a hole in the ground, what are you going to do, rip out all the wooden supporting struts and run for the entrance before the walls collapse?
|
|
# ? Aug 15, 2022 19:23 |
|
CuddleCryptid posted:I understand that. It's a hole in the ground, what are you going to do, rip out all the wooden supporting struts and run for the entrance before the walls collapse? Just move the hole, duh
|
# ? Aug 15, 2022 20:53 |
|
You can still disassemble/salvage it, and get a few bits of wood out of it. Just can't relocate it.
|
# ? Aug 15, 2022 21:02 |
|
You can move blueberry bushes, and no other bushes, for some reason. And this may seem obvious but the halo thing is on all buildings with a work areas. Fishing huts, gatherers, rat catchers …
|
# ? Aug 15, 2022 21:25 |
Hey, FF Colonists. I know it's cold out and you want to stay inside, but have you thought that it might be a good idea to step outside for a second to grab a bucket of water because YOUR NEIGHBOR'S HOUSE IS ON FIRE. I know he's a dick about his back garden but in 20 seconds it'll spread to your house too.
|
|
# ? Aug 16, 2022 01:52 |
|
CuddleCryptid posted:Hey, FF Colonists. I know it's cold out and you want to stay inside, but have you thought that it might be a good idea to step outside for a second to grab a bucket of water because YOUR NEIGHBOR'S HOUSE IS ON FIRE. It seems like they've struck upon a plan to stay warm for the rest of their lives
|
# ? Aug 16, 2022 01:56 |
|
Everyone's got the same drat question I have about farthest frontier Where's all the drat crows? Why can't I see them?
|
# ? Aug 16, 2022 06:50 |
|
there are no birds in ff the eggs grow out of the ground
|
# ? Aug 16, 2022 06:59 |
|
There are geese!
|
# ? Aug 16, 2022 07:17 |
|
DurosKlav posted:There are geese! Geese are not birds, geese are abominations.
|
# ? Aug 16, 2022 07:18 |
|
Played some more Farthest Frontier on a new map and the game really does have that "just one more turn" factor. It's really hard to put down. And I do like the need to trade as a game feature, I just wish trading wasn't so awkward and RNG-dependent. Having to shuffle resources back and forth to the trading post gets old when the whole trading system is also manual. I would love to be able to request traders bring specific goods next time they come around, or hell, let me send out my own trade caravan. Missing that one resource and having to go years before the right merchant shows up is a bit of a pain. Also, the notifications are a bit wack. Do I really need to have a constant stream of "Predator spotted", "1 Villager is sick", "1 Villager is cured" and "Some crops were lost to heat/frost" all the time but no notifications at all for "merchant arrived" or "yo this hunter's lodge has nobody working in it"?
|
# ? Aug 16, 2022 07:37 |
|
Farthest Frontier is going to be excellent after about a year or two of major patches, assuming they have a good head about what need to improve. It has really solid legs and with a little QOL can be a really fun game.
|
# ? Aug 16, 2022 07:49 |
|
Oh, another issue with Farthest Frontier if you try it, play for a few hours and don't understand why everyone is miserable and sick and complaining about hygiene all the time: For some reason, the "too much poop and rats" icons don't seem to always show up, but the game effect is still there. It's entirely possible you just need more compost collectors and rat-catchers. Reloading the game makes them appear again. It's a pretty unfortunate bug, too - I only realized upon reloading a game and seeing that what I thought was a pristine utopia of neat freaks complaining about not having enough soap was in reality a literal rat-infested shithole.
|
# ? Aug 16, 2022 09:19 |
|
Hyper Crab Tank posted:what I thought was a pristine utopia of neat freaks complaining about not having enough soap was in reality a literal rat-infested shithole. there's an SA analogy in here somewhere
|
# ? Aug 16, 2022 12:48 |
|
My FF mining town has now reached a level where I'm loving rich. Foundries will turn 5 units of gold ore into 100 ingots (whereas they sell for about 50-60 per 5 units in trade). I've got just a mine or two of iron/gold/coal (may have to build more) and four foundries going at the moment. And having upgraded the trade building, merchants are coming more often and have more gold. The result is that when the merchants show up, I'm able to just transfer gold to the trade building and buy up all the other raw materials I don't have like clay, herbs, etc. The drawback, though, is that this triggers pretty big raids (like 30 people was the biggest so far). I realized that guard towers actually get a bonus to shooting downhill so when a couple more traders stop buy with wood.. or maybe I'll upgrade to stone, I'm going to move my walls to go along the tops of hills/mountains so my guard towers will get some big bonuses. Other issues my town is facing: lack of space for expansion and fields, way too much consumption of wood for how much is around, not enough water..
|
# ? Aug 17, 2022 19:29 |
|
totalnewbie posted:Other issues my town is facing: lack of space for expansion and fields, way too much consumption of wood for how much is around, not enough water.. Did you know there are trees in the decorative building menu? They are real trees, and they cost 1 gold each. I also found gold ore in the hills, and once you can build foundries to get that going, it seems like you basically just have infinite money. You can afford to pay all the guards and soldiers you like, so defending your vaults shouldn't be much of a problem. The only issue is how finicky the RNG on the merchants is - it doesn't help that I have 25k gold just lying around when the merchants only ever show up with resources I already have.
|
# ? Aug 17, 2022 19:39 |
|
does against the storm get significantly more complicated or difficult later? I absolutely love the setting and aesthetic, but the early/lower difficulty gameplay seems pretty simple
|
# ? Aug 17, 2022 19:53 |
|
Farthest Frontier is good, but I've seen all it has to show me in its current state. I'm going to put it down for a long while so I don't burn out on it and hope that it gets a good EA period. It's certainly got some really good legs to it, I just hope they continue with that base and don't sort of peter out on it. Right now it feels a little like I found Dawn of Man: A really solid game, but not super replayable or continue-able once you get to 'endgame' once and are stable. There's a lot of neat stuff with the decoration and that, so I could certainly get some fun out of making a beautiful city and not just a functional one, but it doesn't quite have the full package of "Yeah, I can spend days beautifully handcrafting my city" or, alternatively, "Yeah, the game remains challenging/fun at 'endgame." Ultimately I think if you're on the fence its a Buy but whether its a ~20-30hr game versus a ~200-300 hour game... Jury's still out, imo.
|
# ? Aug 17, 2022 20:04 |
|
I agree with that assessment. Once you've built everything in the game and can afford to employ some guards, there really isn't much of anywhere to go. That's 20 hours at most of gameplay which, you know, isn't terrible and it does hook you for all those hours, but where it's going to go from here I don't know. Could be somewhere!
|
# ? Aug 17, 2022 20:39 |
|
victrix posted:does against the storm get significantly more complicated or difficult later? I absolutely love the setting and aesthetic, but the early/lower difficulty gameplay seems pretty simple The core gameplay loop plays very similar, but there are a few ways it increases in difficulty. As you progress in metacurrency you will unlock more buildings. Some of these are helpful because they give you better access to certain recipes or services that are hard to provide with starting buildings, but others are more niche buildings, and both sets end up clogging your card selection and can make it hard to get exactly what you want. Next, there are increased difficulty levels. You probably can see some of those already - normal, hard, impossible, etc. Each difficulty level gives you fewer automatic bonuses during drizzle and more escalating penalties during storm that are unlocked by hostility level. I get the feeling that you also either accumulate hostility faster or have a general happiness penalty or something similar, because it really feels like you need to be sticking to hostility 1 for longer on impossible than you do on normal difficulty. Once you can beat impossible difficulty, you'll unlock ascension difficulty levels 1-20. They work exactly like slay the spire. They're unlocked sequentially, 1-20, and give you set penalties. Like one of them forces you to hit reputation 12 (14? 16?) to win, instead of 10 (12?), without giving you more time on the impatience meter. Another makes all your trade goods worth less. Another makes your pops eat more food, etc. I'm assuming ascension 20 is very difficult, I haven't bothered with it much. Last, you can do self-imposed challenges for the cheevos. Only getting reputation from happiness or caches/glade events, not doing queen's orders, that sort of thing. Whether that's enough to satisfy you, I can't really say. The core loop of the game is the same, it just adds a little more pressure.
|
# ? Aug 17, 2022 21:19 |
|
victrix posted:does against the storm get significantly more complicated or difficult later? I absolutely love the setting and aesthetic, but the early/lower difficulty gameplay seems pretty simple I didn't come close to loosing a match until I bumped the difficulty up a couple notches.
|
# ? Aug 18, 2022 01:50 |
|
victrix posted:does against the storm get significantly more complicated or difficult later? I absolutely love the setting and aesthetic, but the early/lower difficulty gameplay seems pretty simple there are 20 prestige difficulties past Impossible (personally i can win consistently on Very Hard, and that was before the fuel changes, which definitely would have lost me some of the closer runs)
|
# ? Aug 18, 2022 01:51 |
|
Hyper Crab Tank posted:I agree with that assessment. Once you've built everything in the game and can afford to employ some guards, there really isn't much of anywhere to go. That's 20 hours at most of gameplay which, you know, isn't terrible and it does hook you for all those hours, but where it's going to go from here I don't know. Could be somewhere! The whole house upgrading mechanic makes me feel like I'm playing Anno 1800 except there aren't 100 different resources so it ends up feeling a bit shallow.
|
# ? Aug 18, 2022 01:51 |
|
A lot of the reviews of Two Point University say that it's so much easier than Two Point Hospital that no management is really required: there aren't enough scarce resources because money is so plentiful. Do people in the thread have thoughts?
|
# ? Aug 18, 2022 04:02 |
|
Arsenic Lupin posted:A lot of the reviews of Two Point University say that it's so much easier than Two Point Hospital that no management is really required: there aren't enough scarce resources because money is so plentiful. Do people in the thread have thoughts? You better believe I have thoughts! Yes it's easier than TPH. Mostly because in TPH the number of patients you got was constantly ramping up. This was made worse because it was based on prestige which went up with how much you leveled your rooms, so players would cram their rooms full of crap to level them up, then get swarmed by more patients than they could handle. In Campus you have much more control over how many students are in your school, so you have much more control over how quickly you need to expand. Like you can basically decide how many you want at the start of the year, and it largely remains at that number throughout the school year. Then you can easily gauge how many rooms and buildings you need. It does get more difficult the further you go, since more advance classes require more rooms which requires more research and staff. But the difficulty increases at a much slower pace. With that said I loved TPH, but I enjoy Campus more, just the overall fell of having the same people in your school for multiple years gives it more personality than in TPH where you were constantly funneling them through the same handful of rooms.
|
# ? Aug 18, 2022 04:14 |
|
Arsenic Lupin posted:A lot of the reviews of Two Point University say that it's so much easier than Two Point Hospital that no management is really required: there aren't enough scarce resources because money is so plentiful. Do people in the thread have thoughts? The campaign is pretty easy but you can have a more resource starved experience in sandbox by setting your starting cash low and with no kudosh. That way you have to start with the most basic course and next to no facilities and slowly work your way up while paying down the big loans you will inevitably take.
|
# ? Aug 18, 2022 04:18 |
Arsenic Lupin posted:A lot of the reviews of Two Point University say that it's so much easier than Two Point Hospital that no management is really required: there aren't enough scarce resources because money is so plentiful. Do people in the thread have thoughts? They have scenarios that spice up the formula. The core gameplay loop however is as they say, you're mostly limited by money. The kudosh are points for unlockables that carry over to other levels largely. The resource you're really managing is space. The majors all have different rooms that require/enable more investment and have bigger footprints. The common area rooms like student lounge are limited in capacity but the headcount doesn't scale favorably with space, and you'll have 19 peeps an 8x8 and they'll just have loads of space. I wonder if it's because there's no decision popups like TPH? You got to diagnose manually if it's a toss up IIRC and had the occasion dilemma. In TPC it's just build more stuff and hire more workers.
|
|
# ? Aug 18, 2022 04:43 |
|
One time I was playing the Sports Academy level and I had an objective that required me to get my students Average Hygiene Rating to 75%. But since I had expanded very aggressively before (go big or go home imo) this was much easier said than done. I placed showers in every building: near the gyms, near the dorms, etc. And I put hand sanitizer everywhere, around every corner. And then I put some more for good measure. But that still wasn't enough. At best my student's hygiene hovered around 70%. As much as I tried, I could not get those goddamn college students to take showers. Some people even got sick because they were so stinky, causing a backlog in my clinic rooms. Eventually I figured out that the layout of my campus was inefficient, and people were running far distances to go between activities and ended up skipping showers. Because I focused so much on growth I had gotten myself stuck in a corner where I couldn't make my students lives as good as they needed to be.
|
# ? Aug 18, 2022 04:55 |
|
Yeah once your campus gets busy enough you need to set up geographically contained colleges for your main courses.
|
# ? Aug 18, 2022 05:44 |
|
Urbek's latest patch added Planning Mode so you can ghost build your perfect layouts now.
|
# ? Aug 18, 2022 06:44 |
|
I've been playing a lot of Going Medieval and I reached the end point for me right now. Once i literally had thousands of units of food and drink and basically more gold than the Pope I felt my settlement probably was good enough. I guess I could build more but they'd just be empty buildings or more stockpiles. The biggest issue is low population. I had 10 but 2 died due to the hunting AI being very bad (set everyone to hunt, only one settler does it, gets killed by a boar) . I really wish the population would grow faster, because its way to easy to keep everyone fed once you learn the food production system. Everyone can just feast on stew or red current pies until the end of time after a few harvests. Its a really solid base and I've been told there's a patch coming soonish so hopefully that will add some stuff that will make picking it up again. I played a lot of Dawn of Man but i just found near the end of the game there were just constant raids and i just couldn't do anything because I'd have to defend, then rebuild what was destroyed and make more warriors. It also made it nearly impossible to expand outside of the main village area as you had to keep everything defensible. I kinda hope that they fixed that because seriously, being raided every 10 minutes was excessive. I've been looking and Farthest Frontier for a while, and it looks really good. I'm also interested in Timberborn, Foundation and Sapiens. Sapiens looks like one of my dream games, where you grow a town from a bunch of stone or iron age huts to a modern city. Also i very much prefer these kinds of games where combat is either a minor or optional aspect. I really don't like it when I'm here planning my new farm or something and then i have to stop because some jerks want to burn down my mine. Please go away, I have enough trouble trying to figure out how to feed my growing population.
|
# ? Aug 18, 2022 07:54 |
|
twistedmentat posted:Sapiens looks like one of my dream games, where you grow a town from a bunch of stone or iron age huts to a modern city. Also i very much prefer these kinds of games where combat is either a minor or optional aspect. I know what you mean, but I can’t help but rib on you a little bit for “I want a game where I bring a city from Hunter gatherer to the modern era but no fighting pls” given the history we have as a civilization.
|
# ? Aug 18, 2022 08:07 |
|
NoNotTheMindProbe posted:Yeah once your campus gets busy enough you need to set up geographically contained colleges for your main courses. They'll still have to run to a random lecture theatre though? Or is there a way to assign those to specific courses?
|
# ? Aug 18, 2022 08:52 |
|
kanonvandekempen posted:They'll still have to run to a random lecture theatre though? Or is there a way to assign those to specific courses? If you go to the timetable screen under course management you can manually select which theatres teach which courses.
|
# ? Aug 18, 2022 10:36 |
|
Cash isn't the limiting resource, kudosh is. So it's ramped in a way that should eliminate friction. Also the summer break requirements don't let you really start the year in a way that can give you a failure state. Like the kudosh is going to unlock both the students and the items to relieve student needs and there's always gonna be enough money for whatever no matter how high you crank the game up.
|
# ? Aug 18, 2022 13:51 |
|
Anime Store Adventure posted:I know what you mean, but I can’t help but rib on you a little bit for “I want a game where I bring a city from Hunter gatherer to the modern era but no fighting pls” given the history we have as a civilization. It is a precious and rare thing in escapism. It's one of the big reasons I really dig Against The Storm, no murder required.
|
# ? Aug 18, 2022 13:52 |
|
Always keep some labourers in Farthest Frontier, even if you have enough work camps. Because those labourers do not only chop trees and mine stone, they also carry your farmer's produce to the storages, maintaining your "months of food in public storage", which then influences happiness and immigration. I just discovered that.
|
# ? Aug 18, 2022 16:44 |
|
If you bring up the population screen, the game will even highlight the laborers section in red if it thinks you don't have enough.
|
# ? Aug 18, 2022 16:46 |
|
|
# ? Apr 29, 2024 12:33 |
|
xzzy posted:If you bring up the population screen, the game will even highlight the laborers section in red if it thinks you don't have enough.
|
# ? Aug 18, 2022 17:05 |